Destroy target tapped creature.
Madness (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)
Printings View all
|Mystery Booster (MYS1)||Common|
|Commander 2019 (C19)||Common|
|Shadows over Innistrad (SOI)||Common|
Combos Browse all
|Commander / EDH||Legal|
Murderous Compulsion Discussion
2 weeks ago
You have more chance of executing the ramp than you do the cheese tutors and Crypt Ghast serves two purposes which is hot chocolate
For destroy or removal look at Go for the Throat | Doom Blade | Bone Splinters | Disembowel | Sinister Concoction | Cast Down | Dreadbore | Terminate | Murderous Compulsion | Walk the Plank | Victim of Night.
I'd probably recommend 4 copies of either Go for the Throat or Walk the Plank because they get rid of mostly everything.
Mostly just try and figure out what demon/s you want to build your deck around then choose cards that complement it
8 months ago
Thanks for the view. I dont really want to cut the opponent discard stuff, I have been building this toward that theme.. I run The Eldest Reborn, Necrogen Mists , Creeping Dread , Syphon Mind , The Haunt of Hightower , Anvil of Bogardan , and Geier Reach Sanitarium in an effort to support opponents discarding. If you have suggestions along these lines, i would love them.
Thanks for the note about Murderous Compulsion , dont know how that happened, has been fixed.
I noticed your deck runs Worldgorger Dragon along with the 5-6 reanimates and spells to support it. I have purposely not run this combo as my playgroup doesnt play infinite combos. Because I am not going to using madness to dig for combo pieces, I have removed a lot of the more sad madness cards like Weirded Vampire .
As for the zombie generation and grave recursion stuff, I already have a zombies deck that I enjoy playing, so didnt want to build to that theme. I was kinda disappointed when WotC decided to go that direction with the madness out of box.
Thanks again. I like Elixir of Immortality in your deck. may have to find a place for it in here.
8 months ago
Hey, I appreciate your wanting to do something a little different, I would just suggest cutting Waste Not and a couple of your other opponent-centric discard cards like Quest for the Nihil Stone . You don't run very much outside of The Haunt of Hightower that causes them to discard to make it worth the include.
Minor thing, but you have 2x Murderous Compulsion s.
Here's my own list, it's pretty flexible while still being fairly tuned We're All Mad Here (budget cEDH).
11 months ago
I want to make a deck based around tap-down control. As in, Downpour and Feeling of Dread control. For years, I’ve been trying to make this idea work, ever since I first started playing, in Return to Ravnica. It started with the cards Gideon's Avenger and Sunblast Angel . I thought I could make something work, and I sort of did. I made a budget deck that achieved mild success on T/O called Frozen Solid. People liked it because it was cheap and gimmicky, but I wanted it to be more than a cheap trick, which is unfortunate, because that’s all it could have really been at the time. The deck suffers from a core weakness that other forms of control don’t have to deal with, namely that after your cheap tap-down spell has resolved, all your opponent has to do is wait another turn and build up their army even further. Sunblast angel requires a land drop every turn for six turns. The game ends up being about prolonging an inevitable loss instead of winning. Nevertheless, I tried my best to make it at least semi-competitive.
I tried every combination of U/W/X. I tried esper with its access to cards like Royal Assassin and Murderous Compulsion . A way to get rid of tapped cards is great, but why would anyone ever spend two mana on a Murderous Compulsion when they could spend it on Doom Blade , Ultimate Price , Walk the Plank , Cast Down , or half the mana on Fatal Push ? Royal assassin at least sticks around to be able to make use of a mana-free kill to complement your tap-down effects, but it dies to even the gentlest of creature removal. It dies to Lightning Bolt . It dies to Shock . Heck, it even dies to Darkblast . And aside from the assassin, there isn’t a whole lot to support tap-down control in black.
U/W/G has Glare of Subdual , which answers one problem the deck has, namely of a lack of creatures to serve as a wincon. At the same time though, you’re still tapping them down, so they can’t be used to attack with (unless you have something to untap them with, which splits your available resources even further) and if you have a big enough field presence to control the board by tapping stuff down, you could have probably won already through some Overrun kind of playstyle instead. I found merfolk a flavorful and surprisingly synergetic tribe for what I was going for here, as seen by cards like Merrow Reejerey , Merfolk Trickster , and Harbinger of the Tides . I thought that of all the ideas I’ve made thus far, this had the biggest chance of doing what I wanted, with built-in tribal support that aligned with a tap-down aesthetic. You could even finish games with a well-timed Wake Thrasher .
In R/W/U, I experimented with Aurelia's Fury . With cards like Assemble the Legion , stalling becomes a legitimate strategy. Battlefield Thaumaturge could be used to make the spell a two mana overloaded Blustersquall . Along that route, Gridlock and Glimpse the Sun God could be used to support it, but the idea is heavily reliant on thaumaturge, which doesn’t always see play, even as a 4-of.
A truly depressing match against Red Deck Wins made me realize that the deck is entirely reliant on the opponent’s having creatures. Thus, the idea to include something from the hunted cycle was born. Hunted Phantasm , for example, provides me with a good beater and plenty of things to make use of for my spells.
Every now and then, some piece of deck-tech makes me have that flutter of naïve hope, like when we got Time of Ice in Dominaria or Verity Circle in Ravnica Allegiance. Verity circle could be the answer, the missing link. It provides me with the ability to refuel my spells and dig through my deck to get to the wincon, whatever it should be. In any other kind of deck, it’s mediocre at best, but it’s the best support my jank idea has ever gotten. I could be missing something that comes clearly for you. I’m asking you to help me realize my seven-year-old dream: to create a tap-down control deck that holds its own against at least semi-competitive decks. (Decks that have a reasonably achievable means to win and efficient support to help it achieve its chosen way of winning.) I’m not asking for anything that’d make the top 8 list anywhere, just something I can be satisfied with. So long as the primary theme of the deck is controlling the field through tap-down effects, I’m happy.
Please help me out here. I’m at my wits end lol. A big thanks to any and all who put their two cents in.
1 year ago
This is now the 3rd revision. In this revision I removed Olivia's Dragoon , Succumb to Temptation , Murderous Compulsion , Abundant Maw , Fiery Temper , Pale Rider of Trostad , Stromkirk Condemned , Vampire Cutthroat , Bloodrage Brawler , Call the Bloodline , Sanguinary Mage , Furyblade Vampire .
Instead more powerful vampires were added as well as cards that were cheaper with a draw mechanic.
1 year ago
Wight of Precinct Six could be cool for this especially in multiplayer. Discard also always works well with Madness, maybe at least some Murderous Compulsion or Dark Withering for the sideboard to remove anything that does get through.
1 year ago
The overall combination is definitely better suited to a commander deck, especially under Markov since you can make use of all three major vampire colors and the Bloodlord of Vaasgoth , which plays all kinds of dirty with vampire tokens.
Regarding Keeper, the buff it provides is monstrous if you can get it flipped, but I don't especially care for it in a R/B Madness deck due to its low to the ground and swing nature -- Keeper is a much more midrange-y card, and I certainly recommend it more in a token based deck, alongside the Aristocrat.
I didn't even think to use Jump-Start cards in a Madness deck, but that's a pretty good idea -- discarding for an upside then using it as an outlet later is pretty sweet. Makes me rather sad there weren't more viable options printed, because the cost on Risk Factor makes it hard to hit a Madness trigger off of it, and Maximize Velocity is only sorcery speed. :(
When it comes to the Gorger, granting Madness to your other creatures is a hell of an upside, but in my testing I've found it is more difficult to plan around than I'd like, since you often don't have one in your opening hand, and they are extremely easy to kill. It's one of the major reasons I've been toying around with the Neonate again, just for a second one drop in the deck for more consistent turn 1 pressure.
I don't think I mentioned it before, but Call the Bloodline is another interesting option; I don't like it for a traditional red/black Madness deck, but it is quite nasty in a mono-black control variant I run alongside things like the Voldaren Pariah Flip, Murderous Compulsion , and Dark Withering -- you might look into that with how black heavy your list is, especially since you can work in Psychotic Episode for some Madness handhate and make better use of the Highborn, Condemned, and Captivating Vampire you are running.
1 year ago
Hello Dete! Thanks for all the suggestions!
When I was putting this together, I thought really hard about adding a bunch of really small evasive creatures, so I could get the oddsmaker trigger reliably. But her whole deal is gambling, and reliable isn't a gamble. I thought it would be way more fun if I put in creatures that were easy to block, and forced my opponent to make some very difficult choices.
So I use a lot of first strikers - they can get blocked, but a your creature's probably going to die and mine will probably live. Do you wanna sacrifice a creature to prevent me from drawing?
Imagine getting attacked by a 2/2 rats. You're going to block with your trinket mage, to a) kill the rats, and also b) prevent me from drawing two cards. Then I hit my rats with the Brute Strength -- now your mage still dies, my rats live, and I'm still drawing my two cards. Next time I attack with the rats, you're gonna have an agonizing decision to make - Do I have another combat trick in my hand? Am I bluffing? What do you do?
And that's the goal! That's what's fun for me while playing this deck. Gambling, and forcing my opponents to gamble with me. The deck would probably be better with reliable card draw, but I do alright for myself, and I have a ton of fun doing it. :)
As for removal; a deck like this can only dedicate a few spots to it--the overwhelming majority of cards need to be small aggressive creatures and combat tricks. The removal I've already got (Fiery Temper, Alchemist's Greeting, Ichor Slick, Dark Withering, Murderous Compulsion, Murder, Terminate, Diabolic Edict, Aftershock, and Psychotic Haze) are the very best cards I could fit into those slots, for this deck archetype, I think. For a more control-ey, less aggro deck, nothing's better than Crypt Rats, Pestilence, and Evincar's, for sure. But I think they'd slow me down and kill more of my creatures than my opponents', in this deck.